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Gaming

What’s New with Roku’s Advertising Strategy?

Highlights

  • Roku may show ads during game pauses.

  • Viewer reception to new ad model critical.

  • Research supports well-placed mid-content ads.

Kaan Demirel
Last updated: 5 April, 2024 - 12:58 pm 12:58 pm
Kaan Demirel 1 year ago
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Roku’s upcoming strategy utilizes the pauses in your gaming sessions to display advertisements. When a user chooses to take a break from the immersive world of video games, Roku smart TVs might soon fill these intervals with targeted advertisements, potentially opening a new revenue stream for the company while also presenting a fresh marketing channel for advertisers. This approach seeks to capitalize on the moments when viewers’ attention may not be fully engaged with content, thereby offering a unique opportunity for advertisers to capture their interest.

Contents
Why Use Gaming Pauses for Ads?How Do Viewers Feel About This?Is This Move Beneficial for Roku?Notes for the User

The concept of injecting advertising into entertainment platforms is not novel. For years, companies have been embedding commercials into various forms of media to monetize content. This has included everything from traditional television ads to pre-roll ads on streaming services. Roku’s idea of utilizing game pauses for ad placements indicates a trend in seeking out new and less intrusive advertising opportunities, aiming to provide advertisements without disrupting the viewer’s experience significantly.

Why Use Gaming Pauses for Ads?

Gaming pauses are an untapped moment in a viewer’s interaction with their smart TV. Unlike traditional commercial breaks or pre-roll ads that might be skipped or ignored, pause-triggered ads have the potential to engage viewers during moments of downtime. This strategy could benefit advertisers by connecting with the audience when they are receptive and not preoccupied with active viewing or gameplay.

How Do Viewers Feel About This?

The reception of Roku’s potential new advertising model will be pivotal to its success. Viewer sentiment towards ads during gaming pauses could range from acceptance to annoyance, depending on the execution and frequency of these adverts. Advertisers and Roku alike will need to carefully consider the balance between revenue generation and user experience to maintain a positive relationship with their consumers.

A study published in the “Journal of Marketing Communications” titled “The effectiveness of mid-roll advertisements in online video content” delves into the impact of interruptive advertising on user engagement. The research indicates that while ads placed in the middle of content can be effective, their success largely depends on the viewer’s level of engagement and the context of the ad placement. This scientific inquiry suggests that Roku’s pause ads could potentially be effective if they’re well-targeted and mindful of the viewer’s experience.

Is This Move Beneficial for Roku?

By diversifying how advertisements are presented, Roku could develop additional revenue streams without significantly altering the existing user interface or viewing habits. If implemented thoughtfully, these ads could provide a non-intrusive way for brands to reach their audiences, which might, in turn, enhance the platform’s attractiveness to advertisers.

Notes for the User

  • Roku’s strategy could lead to ads during gaming pauses on smart TVs.
  • Viewer experience is key to the acceptance of new ad placements.
  • Advertisers may reach audiences during non-active viewing moments.

The introduction of advertisements during game pauses on Roku smart TVs could symbolize a shift in the digital advertising landscape. If Roku can strike the right balance with its advertising strategy, it may set a precedent for non-disruptive ad placements in the industry. This could encourage other platforms to explore similar avenues, potentially leading to a wider acceptance of pause-triggered advertising. For viewers, the impact on their gaming experience will be the ultimate test of this strategy’s viability. As the industry continues to evolve, companies like Roku must navigate the delicate relationship between monetization and user satisfaction to remain competitive and respected by their audience.

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Kaan Demirel
By Kaan Demirel
Kaan Demirel is a 28-year-old gaming enthusiast residing in Ankara. After graduating from the Statistics department of METU, he completed his master's degree in computer science. Kaan has a particular interest in strategy and simulation games and spends his free time playing competitive games and continuously learning new things about technology and game development. He is also interested in electric vehicles and cyber security. He works as a content editor at NewsLinker, where he leverages his passion for technology and gaming.
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